I'm using label on my project and ihave to change the text in it a few times, but when i do that it's writing on the previous text, it's not replacing it.Do you know why?

Do you mean it writes the new text on top (depth-wise) of the old text or the text doesn't change at all.

In HUD3DTest, there is the Button labled "Click me to add dots...", which consists of an Image Widget and a Label Widget. When you click on it, the consited Label gets the new text and it works. Could you please give me an example?

those methodes returns a string like "Text1 \n"but the problem is it only clears the text in the first line, not in the other lines and it's writing the text up when it should write it down.like

1 2

Text2Text1

I assume, totalTime is the time, your render-loop is running. And you select for a specific value of this time. Never do this. You won't certainly hit this exact point in time, since a frame can take 50ms, 35ms, 12ms,... to be rendered. You can ask for >= and handle some flags to keep it from repeated execution or you can have it much easier...

Why don't you use ExtRenderLoop? It handles the main loop, the gameTime and much more... and is e.g. able to schedule operations. Consider this:

Isn't this much easier? And it will work, if I understood correctly, what you're planning to do. (Ext)RenderLoop will help you in many situations. Just override the method loopIteration(long gameTime, long frameTime), if you want to do something each frame (don't forget the super call). execute this.getGameTime(), if you want to know the current game-time and you're not in a method like loopIteration() or onIntervalHit(), that gets it as a parameter.

Marvin

EDIT: Please doublecheck, if the order of the text isn't wrong in you coding. In HUD3DTest the order of a Label's lines is correct.

totalTime and timeCounter are integer variables, this part of the code is already in a intervaltimeCounter counts the second that it is and totalTime is the maximum time.

What do you mean by "counts the second that it is"? Is this the current game-time? So why don't take it from ExtRenderLoop? Maybe you should consider spreading the code over more than one Interval. This would ease and safe the if selections.

It's a chronometerthe totalTime is a integer variable that keeps the second that it started like 60 (for 60 seconds)the timeCounter is a variable that starts with the same value of totalTime and each time the intervals hit one second it's decreased

It's a chronometerthe totalTime is a integer variable that keeps the second that it started like 60 (for 60 seconds)the timeCounter is a variable that starts with the same value of totalTime and each time the intervals hit one second it's decreased

Maybe you should simply try it again later. But note, that the changes I made are solely in xith-tk. Unfortunately I cannot test it now, since I have some big changes in xith3d core and so I cannot update the core.

Are you using an IDE (like Eclipse)? I've never faced such problems. I've just checked out the current CVS yesterday and it runs and compiles fine. This error must be due to local problems with you CVS client.

Even if it is a little time investment, please try it with Eclipse. It works fine with Ecplipse. Or maybe you could ask someone with some experiance with Netbeans. Sorry if I can't help you. And sorry if the mistake is in xith's area. But as I sayd, it runs fine for me with a fresh CVS checkout.

@rafa_es : this problem (won't compile error) is no surprise to me : you cannot update CVS completely and so some methods/classes are missing and the code won't build... try again to update, if it doesn't work, try to make a fresh checkout.

the input problem is solved. It is due to a test I forgot to revert. I tried to calculate the euler from the View's current rotation matrix. This doesn't work the way I'd like it to. I've commented it out in EgoInputAdapter. Your game works now.

A little further tip. You may have noticed, that sometimes the font is transparent. Thsi is due to transparency problems we hopefully have fixed the next days. bohdan promised to do that. Well anyway you can fix it in your test by replacing the following line:

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414: tipLabel.setBackground("src/Textures/gelo.JPG", true);

by

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414: tipLabel.setBackground("src/Textures/gelo.JPG", false);

I don't know why it even worked before, since jpegs don't support alpha channel and you should never use alpha channel for jpegs.

Marvin, can you take a look in the skybox, cuz it's is rendered over the scenejus't uncomment this line

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154//scene.addChild(skybox);

Same bug in my game, depending on the camera position... it seems like not all planes of the skybox are rendered in the same order.. something wrong with RenderBins ? (probably the last few bugs in this part of code..)

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